• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:12
CEST 15:12
KST 22:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 234ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
Most successful SC2 players of Q2 2026 Serral wins Maestros of the Game 2 Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Crank Gathers Season 4: BW vs SC2 Team League GSL CK #5 Race War HomeStory Cup 29 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
Starcraft vs Retro Category on Twitch ASL 22 Proposed Map Pool 60% Keyboards Viable for Starcraft? Snow On New ASL S22 Map, Zerg Nerf BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 Small VOD Thread 2.0 IPSL Spring 2026 Top 4! CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5173 users

Unit Clumping, AoE and Control Groups

Forum Index > SC2 General
Post a Reply
1 2 Next All
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
March 02 2010 19:28 GMT
#1
This was something that was discussed a lot some time ago - namely i'd like to keep an open mind towards control groups.

At the current time we're seeing a lot of people complaining about a lot of AoE effects. Without a doubt this is because units stack so close together now and all armies are in a huge ball being attack moved into each other.

Am i the only one who feels kind of cheap, having 150 food on 1 control group? Could the quarrel with armies being always clumped up in balls be partly due to the majority of players having all of their army on 1 control group? It's my experience most players do, especially the zerg players.

Now - there are certainly some issues to be solved with glitching ground units, when you have alot of (ground)units they seem to be able to stack together and bug out a bit.

As an example take a look at these screenshots where a zerg players stacks up a lot of speedlings and somehow glitches them through Zealots on hold position.

Unit stacking to glitch through a blocked ramp

Now - there are some issues with the density of armies, this is not only making some AoE abilities too strong, but it is also making a large army less impressive aesthatically.

Somehow the mechanic of units seem to be changed - but in addition, i'd like some cap on control groups.. It doesn't have to be a whole lot, i'm thinking 24 or something in the likes of that, i don't know, i've logged soon 200 games and well, it just feels sort of cheap that 1a2a3a is now 1a.

So, what could be the solution to these issues? I have my reservations about SC2 if this is not addressed somehow.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
green.at
Profile Blog Joined January 2010
Austria1459 Posts
March 02 2010 19:34 GMT
#2
maybe this will just make room for a new "skill". if you want to play better you have to decide what and how much of it you group together. i wouldn't remove the "unlimited" unit selection because it may come in handy during play.

+its much easier to flank with more groups than just 1 containing all units.
Inputting special characters into chat should no longer cause the game to crash.
Paperkat
Profile Joined July 2009
United Kingdom47 Posts
March 02 2010 19:41 GMT
#3
i dont get why you want blizzard to insert a cap to unit control when splitting your army yourself gives you an advantage over some one who doesnt, like not getting raped by 2 emps/storm/fungal growth on all your units and getting a concave on his units faster
lololol
Profile Joined February 2006
5198 Posts
March 02 2010 19:56 GMT
#4
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.
I'll call Nada.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 02 2010 19:58 GMT
#5
On March 03 2010 04:56 lololol wrote:
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.

i agree to 100 )
when u clump marines the merge if u zoom in, its lol
Progamerpls no copy pasterino
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 02 2010 19:59 GMT
#6
On March 03 2010 04:56 lololol wrote:
Units in general should have larger collision sizes.
The models can remain the same size, they'll just have a bit of breathing room.


I agree, the unit collision size should be a bit larger.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
bendez
Profile Joined February 2010
Canada283 Posts
March 02 2010 20:02 GMT
#7
LOL the only argument that op presented was that it's cheap because it is convenient. 1a is cheap but 1a2a3a is not.

Sad pathetic complaint.
Spawkuring
Profile Joined July 2008
United States755 Posts
March 02 2010 20:09 GMT
#8
I also agree with those proposing an increase in unit collision size. So far I have yet to see any real benefit towards having units cluster up so much.

On the plus side:
- It makes unit pathing a little smarter.

But on the negative side:
- It makes units harder to select, thus negatively impacting micro.
- It hurts visual clarity. Hard to tell units apart when they have no sense of personal space. The fact that explosion effects are even fancier only worsens the problem, since instead of explosions being spread out, they're all concentrated on the unit "ball".
- Makes battles seem less epic. I don't know about you guys, but I loved how battles in SC1 could span across 2-3 screens with mass destruction strewn across the whole battlefield. I'm not a big fan of the whole "two tightly packed balls attacking each other in only one screen" thing that SC2 has going for it.
- Makes spells seem less epic. Since units cluster up, AoE spells have to be nerfed to make up for it, so you end up with smaller psi storms, smaller nukes, and so on. Even if the damage is similar, it makes units "feel" weaker.

So yes, big thumbs up towards anything that would make unit collision size bigger.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 02 2010 20:20 GMT
#9
Ewwww the clumping!!!! Its awful and terrible. If there is less clumping, micro will be more prominent as smart players will have to handle thier units more carefully more maximum dps. On the other hand, aoe spells will probably need a bit of a buff to make sure that players who dont split thier armies are not getting rewarded ^_^.
Freezard
Profile Blog Joined April 2007
Sweden1025 Posts
March 02 2010 21:18 GMT
#10
Definitely need more spacing between units. Hard to micro and see clearly, bad for both playing and watching. Put 30 tanks in a clump and siege half of those, then try to distinguish the unsieged ones from the rest. Good luck!

Hint: Sieged turrets are somewhat green, so try look for green stuff.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 02 2010 21:23 GMT
#11
yeah i'd like to see more spaces between units too... on the other hand splitting your units and not leave them in a clump requires more skill micro management.
http://www.twitch.tv/czelpredy
julealgon
Profile Joined December 2008
Brazil120 Posts
March 02 2010 21:26 GMT
#12
I think the collision size complaint really has merit here. The way it's now is just too crowded as pointed out, and I have nothing more to say but to agree with every point made after it was brought up here in this thread.

Can some beta player who has access to the official forums post this suggestion there?
Here is hoping God implements save/load in the next version of life
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-03-02 21:33:16
March 02 2010 21:32 GMT
#13
I wouldn't say that the collision sizes need to be increased so much as the group pathing code needs fixed - units need to try to spread out a bit on thier own.
0rbit
Profile Joined March 2010
Canada15 Posts
March 02 2010 22:05 GMT
#14
Instead of getting rid of unlimited unit selection, which can be really useful, there should be an easy way to create "sub-control groups". I would like to be able to press TAB while I have a control group selected to switch between sub-groups of units that I have previously defined.

For example, while I have some units of a control group selected I could press SHIFT+1 to create "sub-group 1" within that control group. So the units within that control group have now been divided into two groups. Now when I have the main control group selected and hit TAB I get the first sub-group of units that I had defined and if I hit TAB again I get the remaining units. Similarly if I press SHIFT+2 (etc.) I would define subsequent sub-groups.
what
Simple
Profile Blog Joined February 2009
United States801 Posts
March 02 2010 22:13 GMT
#15
the aspects play in with each other.

we get better unit pathing and unit control, but that also means clumping of units. AoE and splash have a smaller role in this game it seems, so clumping isnt as big a problem. especially since most of the time i throw all my units into one control group anyway
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
March 02 2010 22:16 GMT
#16
I've had a game where I had about 100 3-2 marines and the damage they put out is pretty nuts. They move like a river and do considerably more damage than SC1 marines due to the much improved AI. They are also much more vulnerable to splash though. I think it helps the marines more, however.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
Last Edited: 2010-03-02 23:49:20
March 02 2010 22:17 GMT
#17
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.


EDIT: SHOULD READ INCREASE!! I'm a moron.
[image loading]

Poll: Should Blizzard increase the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.


"I love noobies, they're so happy." -Chill
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
March 02 2010 22:20 GMT
#18
the unit size complain i think is huuuugely valid, being able to block a ramp shouldnt be a strenuous task of placing 4 zealots perfectly, 2 zealots with a few little gaps between them should not be able to fit 2 limbo lines of zerglings thru as it is in the current patch, just by the visuals it appears like they shouldnt be able to do this.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
lololol
Profile Joined February 2006
5198 Posts
March 02 2010 23:43 GMT
#19
On March 03 2010 07:17 LaughingTulkas wrote:
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.

[image loading]

Poll: Should Blizzard reduce the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.




It should be "increase the collision size".
I'll call Nada.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 02 2010 23:49 GMT
#20
On March 03 2010 08:43 lololol wrote:
Show nested quote +
On March 03 2010 07:17 LaughingTulkas wrote:
Hadn't seen something like this posted yet, seems like a topic people might care to collect opinions on.

[image loading]

Poll: Should Blizzard reduce the collision size of most sc2 units?
(Vote): Yes, they clump up a little too much.
(Vote): No, things are fine as they are.




It should be "increase the collision size".


You are correct. I am dumb.
"I love noobies, they're so happy." -Chill
1 2 Next All
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #255
EmpressLilyy21
Liquipedia
CrankTV Team League
11:00
Crank Gathers S4: Group Stage
LiquipediaDiscussion
Replay Cast
10:00
HSC 29: Playoffs
CranKy Ducklings127
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 508
Lowko492
SortOf 111
Livibee 95
StarCraft: Brood War
Shuttle 1277
Jaedong 879
Hyuk 813
actioN 605
Zeus 561
Mini 517
Larva 483
Horang2 456
BeSt 414
Light 279
[ Show more ]
Soma 260
EffOrt 258
Hyun 253
Soulkey 228
ggaemo 179
Mong 122
Free 86
ZerO 83
Sharp 70
Rush 62
Mind 50
hero 46
[sc1f]eonzerg 45
Sea.KH 44
ToSsGirL 40
JYJ 35
sSak 30
soO 28
Hm[arnc] 27
Icarus 27
scan(afreeca) 26
sorry 19
Sexy 18
GoRush 17
zelot 14
HiyA 12
910 10
IntoTheRainbow 9
Noble 8
Rock 3
Dota 2
Gorgc7867
XaKoH 524
Counter-Strike
olofmeister1504
zeus266
markeloff111
kRYSTAL_39
Super Smash Bros
Mew2King67
Other Games
gofns11860
FrodaN3174
singsing1425
B2W.Neo437
hiko397
Hui .153
ToD125
KnowMe97
Liquid`VortiX41
djWHEAT39
ZerO(Twitch)8
Organizations
Other Games
gamesdonequick21409
StarCraft: Brood War
UltimateBattle 28
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP214
• StrangeGG 54
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• escodisco4800
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV322
League of Legends
• Jankos2173
• Nemesis898
• TFBlade664
Upcoming Events
Big Brain Bouts
2h 48m
OSC
8h 48m
Replay Cast
10h 48m
RSL Revival
19h 48m
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
20h 48m
Afreeca Starleague
20h 48m
Snow vs Jaedong
YSC vs hero
IPSL
1d 2h
Dragon vs Ret
RSL Revival
1d 19h
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
1d 20h
IPSL
2 days
Bonyth vs Hawk
[ Show More ]
GSL
2 days
Replay Cast
3 days
WardiTV Weekly
3 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
Escore Tournament S3: W2
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Heroes Pulsing #3
Eternal Conflict S2 E2
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.